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Trying to call a master boolean in the level blueprint, within another blueprint.

Hey there.

My intent is to have a the level blueprint hold a bool value, which can be referenced in any other blueprint. In this example, I want to press "P" as a debug key, to test a power outage in my game. Pressing "P" toggles a "PowerOutage" bool on the level blueprint, and all instances of my blueprints that contain lights will simultaneously get this bool so that they can turn their lights off.

Here is what I intend for the level blueprint:

alt text



And then this is what I want a blueprint which contains a point light to be:

alt text



I've searched around, watched a few youtube videos, learned about event dispatchers, but I can't seem to use an even dispatcher from the level blueprint, to my blueprint.

Anyone got any pointers?

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asked Mar 07 '15 at 05:24 AM in Blueprint Scripting

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MrMusAddict
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To help you out I made a short video tutorial to illustrate how I would achieve what you seem to be trying to do. If anything is unclear, let me know!

http://youtu.be/27ygaT9tkUA

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answered Mar 07 '15 at 07:50 AM

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Mortusnyte
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avatar image MrMusAddict Mar 07 '15 at 06:15 PM

Thanks a bunch :) I re-purposed a couple things you introduced me to, and now I have everything working perfectly.

https://www.youtube.com/watch?v=1QOpAChL_G4

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you should be able to create an interface and then in your level do a find all actors with interface call. That will return a number of objects. then just call a function that is implemented in the interface.

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answered Mar 07 '15 at 06:25 AM

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Justin.Dooley
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Your input event in the level BP could fire into another BP, like the player, where an Event Dispatcher is called, handling everything simultaneously.

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answered Mar 07 '15 at 06:23 PM

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DG Gage
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